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Month: May 2017

Upgrade your Dark Elixir Drills to their maxed level. With maxed Dark Elixir Drills, you can gain total 1080Dark Elixir everyday at Town Hall 7, 2160Dark Elixir everyday at Town Hall 8 and it is even up to 4800Dark Elixir per day at Town Hall 9. Let’s imagine how great it is with that production rate?

Farming in Crystal leagues for Dark Elixir Bonus. I know that a lot of players think farming in Crystal leagues is much tougher than in Gold/Silver leagues. No, it is not that hard at all. You absolutely can find inactive bases at here easily and also get sniped immediately after logging out. Let’s assume that you just can do 5 attacks everyday at Crystal 2 league, that’s 1000Dark Elixir more everyday!

With my experience, I can see that you will rarely get attacked over 50% If you go to Crystal I.

Having a good Dark Elixir protection base layout. Let’s take a look at the Base Designs box and refer some best DE protection layouts for your Town Hall level. You don’t need to copy them. Read to see how they work then you can design your exclusive one.

By following these 3 simple tips, I think there is no reason for a lazy Town Hall 9 player to be able to hit the level 4 Golem upgrade button within 2 weeks, regardless of your army compositions in Clan Wars.

Undoubtedly, Lightning Spells are a big part of Clash of Clans as we use them everyday. We use them most for cleaning Clan troops and ravaging Air Defenses but do you know how it actually works? Most players though that It was random, but no…

By understanding how actually they works, you will know when is the best time to use them, how to place them and take their best advantages in your attacks!

We can bring maximum 5 Lightning Spells and 1 Dark Spell into an attack. Every time we drop a lightning spell Lightning Spell, there are 6 lightings in total hit the ground and they have certain patterns. These screenshots will show you how they work:

Note: The first bolt always hit the spot where you drop the spell.

LIGHTNING SPELL PATTERNS

It is not really hard to remember these strike patterns. By remembering them, you can know what is the best place to drop the Lightning Spell. If you use the Lightning Spell as the first drop, it will have pattern like the first screenshot. If you use it as the second spell (Assuming you used the Healing Spell at first), it will be like the second screenshot…

From now, you will never miss a single Clan Castle troop again and by taking this advantage, you can easily take out more than 1 Air Defense.

In this guide to farming defenses in Clash of Clans at Town Hall 5, I will provide what I believe is the best base layout to use at this level. I will provide both a picture detailing the base as well as a video guide demonstrating the recommended base in action.
Town Hall 5 is good level for defense. Town Hall 6 does not give an extra Army Camp nor does it contain upgrades for the Barbarian or Archer, the most common attacking units at this level range. Your TH5 structures and walls will stand up well against other Town Hall 5 players and even against Town Hall 6 players.
With a good base layout, you are only susceptible to armies which incorporate healing spells and healers. While there is nothing you can do if a TH6 enemy drops 20 Giants and a healing spell to take down your Air Defense then uses a Healer, this level of attack is both expensive and rare.

WHAT ABOUT TROPHY BASES?

At Town Hall 5, do not worry about trophy farming bases. There is nothing you can do against a Town Hall 7 player if you are TH5 – they can take you out with just Barbarians and Archers. TH7 players will attack you for trophies even at just 1000 trophies – well short of the 1250 trophy achievement.

It is a fruitless exercise to try and defend your way to a trophy-based achievement at TH5. Instead, if you want to push trophies at TH5 (particularly for the 1250 trophy achievement which yields 450 gems) you just need to attack at least 4-5 times in a row before taking a break.

To minimize the effectiveness of healer-based attacks, it is important to centralize your Air Defense tower to make it difficult to get to for the enemy. Note how every tower in the defensive setup is within range of the Air Defense tower in order to lend it support.

Note the staggered joints in the wall. The way the walls are set, it is very difficult to access either central compartment with Wall Breakers. Instead, players will need to take down one of the outside wall units first in order to gain access to either central chamber. Both central chambers cannot be accessed by removing a single wall with the wall layout pictured above.

The Mortar should also be centralized, and a wall should be placed between the Air Defense and the Mortar to make sure the enemy has to take down three walls to get access to both valuable buildings. Note that the Mortar is paired with two storage points, making it a more enticing area of the base for the enemy to attack (we want to try to coax the enemy to not take out the air defense).

The way this base is set up, you will often lose some (or all) of the resources within the exposed Elixir Storage in the bottom right or alternatively two of the units in the center of the base. This is okay at this level; it is much better to lose 1 or 2 storage buildings than it is to lose all four. This is one of the most important aspects of Clash of Clans and one I wish I learned earlier.

If you can lose 1 storage unit and get a shield (note the Town Hall is placed intentionally by the exposed Elixir Storage), that is a great raid. After all, if you only lose 1 storage (or 1/4 of your available resources outside of collectors) per attack and with each raid you take out all 4 of your enemy storages, you will end up keeping most of the resources you gather from raiding.

Note at this level, we still keep the Clan Castle on the outside of the base. Placing the Clan Castle centrally is a waste at this level, as your base is so small that players will be able to easily lure out units. It is better to save that premium central real estate for your Air Defense, Mortar, and storage units.